A note on the build Top
I feel the rooks decree is awkward on Lorelai, since you don't really have an ability where you specifically want you allies to have a barrier, such as
Benediction or
Blood for Blood. So consider that slot a swap slot for whatever item you want. if you want a block for personal use, grab an aegis, or get a pulseweave if you want to have a little extra counter-engage.
Early game Top
I'll mainly be talking about 5v5 since that is where i think lorelai really shines. Her area control is a lot more influencial with that much more area to control. So in 5v5, at first if your team rotates to take a jungle camp together, you may actually want to hang back outside of ambient xp range, thia will allow your teammates to hit level 2 faster as you dont take any xp.
After that, rotate to any lane where you think your laner is vulnerable to ganks or will just have a hard time farming in general. (I.e. if you have a
Rona in lane with a
Vox or other ranged carry that can bully her) once you get there, stun the enemy laner. Proceed to do this as often as you feel safe doing so. This occomplishes a couple of things. First, obviously, you stun the enemy. If you're lucky this will cause them to miss a last hit or allow your laner to follow up. If not though, it still does a good amount of poke damage. So after a couple of stuns, your enemy should have a decent chunk of health missing, and be giving you a wide berth, use this to help your laner get farm by pushing the enemy away from them. This strategy is of course pretty energy hungry, which is why i reccomend an hourglass so early.
On the order of abilities Top
I reccomend splashdown first because it is invaluable if you end up having to control a lane. And sometimes, especially in solo que, you will have to control a lane at level 1. But you still want to overdrive
Fish Food ASAP for the bonus range.
Rotations Top
Now of course, you're the support for the whole team, not just one disadvantaged
laner.so you will eventually have to end the early game strategy I've laid out. If you see trouble brewing elsewhere on the map and you think you can make it in time, go to help. Your cc can easily turn a retreating teammate into the victor of a fight. And especially once you hit level 8 you can facilitate some really nice ganks with your extended range on
Fish Food. So make sure you're getting all around the map.
Fighting Top
With lorelai, fighting is all about predicting where your enemies (and allies) will be in the near future. Since all of your cc has a travel time, you need to put it where your target will be, not where they are. Here's a few tips for optimal placement of your abilities.
If it seems like your enemies are going to lose a fight, keep your eye out for where they might run and put a
Splashdown pool there to slow their escape.
Enemy using
Suppressing Fire? Stun him every time. Not only will this stop the ability, but if you catch him early enough he wont get his
Spin Up stacks.
If their are no lives in immediate danger, try to put your
Waterwall on a mellee carry. They're not only more likley to need a barrier, but the
Splashdown pool that drops afterwards will help them stick to their target.
If you're not in a pool, you're doing it wrong. At level 12 being in a pool gives you 180 crystal power! That is a free shatterglass and then some. So stay in a pool and use that damage!
Downsides Top
Lorelai is low on direct support. When it comes to peeling and just generally being annoying to the enemy she is second only to the likes of catherine and phinn. But she doesn't get a barrier until level 6 for crying out loud. And even when you do get it, it has a sizeable cooldawn. So most of your support throughout the game will be from creative cc. Another problem with lorelai is that if someone manages to get throungh all your puddles and stuns, you may very well find yourself having to use
Waterwall on yourself. See your abilites have a windup, so using them while tryjng to get away is giving away some free damage onto yourself you may not be able to give.
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